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[Hero Techniques] Grock - The Ancient Fortress

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Post time 2017-11-2 10:26 AM | Show all posts |Read mode

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Edited by Marshtart at 2017-11-2 09:06 PM

Grock - The Ancient Fortress


Table of Contents
Introduction
Laning
Skills
Skill Leveling
Skill Combo
Equipment Purchase Order
Harmony with Other Heroes




Introduction

Grock is one of the best tanks at the moment. This is due to his high sustain which is one of the best compared to others tanks. His crowd control and immense damage output is what makes him standout from other tanks. His early game potential is exceptional, especially with the aid of his ablities that allow him to advance and counter jungle afterwards. But his early game potential does not fall off in later stages of the game, it actually snowballs into the mid-game and late game. These assets are not seen in most tanks making Grock one of the more unique heroes in the game. He has been nerfed in the past, but is still a pick or ban hero in high elo.






Laning

Laning is important to Grock because he is very good in the early game, and you can captialize that with proper positioning in the early game. Here are some proper laning that I use





Top Side Trilane Advance


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This pathing is especially done when you are in a trilane or dual lane playing for the turtle side. The technique with Grock is to stick to walls or turrets to proc his passive which gives him 10% increased movement speed so he can reach the creeps in time. Afterwards you can go for the Wraith (Jungle Monster near the first tower) and if not taken the red buff.






Contesting Blue Buff

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This is especially done when one of your enemies are buff dependent. In order to get there as quick as possible, you stick to walls and turrets to proc Grock's passive which gives 10% incread movement speed. You hide in the bush and wait until they start attacking the blue buff, you initiate when the blue buff is half health. If they somehow manage to get the buff you go for a hero kill instead. Afterwards you either go for the Goblin or go back to lane.






Top Side Wave Clear

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If you won't make it in time to advance, you can just clear the wave. After you clear lane you can either counter jungle or you can leash your carry. You can go for the Crab afterwards and make sure your carry is the one that gets the last hit, or if you are getting contested, just make sure your teams gets the gold.







Bot Side Advance

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This is done when the turtle spawns bot side, you either advance as a trilane or dual lane. And to be able to reach the creeps in time you stick to walls and turrets to proc Grock's passive which grants him 10% increased movement speed. You can counter jungle afterwards or go back to lane.






Skills



Passive:

Ancestral Gift


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Description:

When Grock is near a wall or turret, his movement speed increases by 10%, physical and
magic resistances and HP regen increase by 26-180 pts (this effect grows with level).





First Skill:

Power of Nature


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Description:

Raises weapon to sweep nearby enemies, dealing 300/360/420/480/540/600 physical damage and slowing them down for 2/2/2/2/2/2 seconds.
Damage scales with charge time. Stay near to a wall while casting this skill to become immune to Crowd Control effects.





Second Skill:

Guardian's Barrier

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Discription:

Fires a shockwave towards a target location, dealing 300/330/360/390/420/450 physical damage.
Then the shockwave becomes a stone wall that blocks the enemies for 5/5/5/5/5/5 second.





Ultimate Skill:

Wild Charge

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Description:

Charges forward, dealing 300/400/500 physical damage to enemies on the path.
Hitting a wall or a turret allows him to deal 900/1200/1500 physical damage to the nearby enemies and reduce cooldown of this skill by 30%/30%/30%.




Skill Leveling

When leveling skills with Grock, you have to prioritize leveling up Wild Charge, but since you can only level it up in certain levels. You should level up the Power of Nature and just take Wild Charge whenever it is available. The sequence goes like this:

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The reason why you max-out Power of Nature first over Guardian's Barrier is because Power of Nature does more damage than Guardian's Barrier, aside from that Power of Nature provides you immunity to certain crowd control when you pair it with Ancestral Gift




Skill Combo
Wall + Power of Nature

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When you stick to a wall while charging your first skill.
This combo will make you immune to some crowd control such as Franco and Cyclops Ultimate to name a few



Guardian's Barrier + Wild Charge

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You put a wall behind/infront of the enemies and charge in using Wild Charge and
deal immense amounts of damage while bringing your enemies airborne




Power of Nature + Guardian's Barrier + Wild Charge

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This combo is used when you are in close proximity with your enemies, you hit your enemies with a full charged Power of Nature, place a Guardian's Barrier behind/infront of the enemy and hit them with the finishing blow with a Wild Charge.


Wild Charge + Wall + Power of Nature

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You use this combo in dire situations, if you are about to die or getting chase. You Wild Charge the wall to crowd control the enemies that are on you and run away using Power of Nature that gives you immunity to crowd control





Equipment Purchase Order
The equipment that I am about to showcase is what I presonally use, and I will provide subsitutes to certain items to adapt to different line-ups.


Starting items


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As a tank, you usually start with boots, but occasionally with Grock there are games that you got to poke a lot for example a hayabusa solo lane. In these situations is where two amulets will come in handy.

Standard Build
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This build is good for normal types of line ups (2 mages, 1 assassin, 1 fighter and 1 tank). You might be surprized that you will build a Bloodlust Axe on Grock, but if you think about it, it makes sense since Grock's Power of Nature and Wild Charge do a lot of damage and by building Bloodlust Axe we not only get health back each time we hit our skills but also increase the damage of them.
Boots of Tranquility is good because it increases the effect that Bloodlust Axe gives and +20  Health and Mana regeneration.
Dominance Ice is an item that all tanks should have because of how much it brings to the table it gives sustain, cool down reduction, and slow to nearby enemies.
Immortality is needed because when the enemy team burst out all their spells on you, you can comeback to the team fight with their skills on cool down.
Athena's shield is a really important item especially with the mage meta, it gives magic resistance and a shield.
Ancient Ghostatue is for the mobility needed in late game in which you have to rotate a lot defendind towers and taking objectives.

Situational Items

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These items are used when the enemy team is leaning towards more physical damage.




Recommended Battle Spells

Petrify

Petrify is used to synergize with Power of Nature and Wild Charge. You charge up your Power of Nature then Petrify to hold them in place or use it after intiating with Wild Charge

Flicker

You use Flicker either as an escape or something you use for initation

Execute (situational)

You use Execute if you feel your team is lacking in damage






Harmony With Other Heroes

There are heroes that work well with Grock, but there are also heroes that go against him or he goes against.



Threats to Grock
Akai - He is a Hard counter to Grock due to his ultimate that makes Grock immobile, and useless in a team fight.
Balmond - He is a soft counter to Grock, the only reason he is a threat is due to his ability to cancel Grock's Wild Charge using Balmond's second skill.
Kagura - She is a counter to Grock since Grock's Power of Nature immunity is pierced by any skill Kagura has.
Hilda - The reason why she is on here is because she has the potential to kite Grock.

Partners With Grock
Kagura - Even tough she is a counter to Grock, together they can make a deadly combo. After Kagura casts her Ultimate, Grock can go in using Wild Charge.
Fanny - Togther they are a lane you do not want to deal with, Grock's Guardian Barrier helps fanny dive towers and be a nuisance in the early game.
Odette - While Grock is charging in using Wild Charge, Odette can go in using her ultimate and flicker dealing a ton of damage.
Rafaela - Rafaela's ultimate and Grock's ultimate have great synergy together.

Heroes That Are Bad Against Grock
Cyclops - Cyclops' ulitmate can be immuned by Grock and leaving Cyclops with no ultimate and easy to kill
Odette - Odette's ulitmate can be canceled my Grock's Wild Charge leaving Odette dead.
Gord - While Gord is channeling his ultimate, Grock can go behind and burst him down.
Nana - Nana's second skill can be immune by Grock and making her an easy target




Post time 2017-11-23 04:20 AM | Show all posts
Needs a lot of improvement. Grock needs more tank items at the start. Athena's Shield and Warrior Boots, then Thunder Belt. Grock just needs to stay alive in teamfight as long as possible. His passive gives him sustain, no need for Bloodlust Axe (the damage gained is negligible). CDR is not too important, his first skill is already spammable and his second skill doesn't need to be spammed. I do agree with two mana crystals.

Also needs mention that people can dash or Flicker through his wall, this is one of the best ways to reduce his effectiveness.
Post time 2017-12-3 07:43 PM From mobile phone | Show all posts
Cibicida replied at 2017-11-23 04:20 AM
Needs a lot of improvement. Grock needs more tank items at the start. Athena's Shield and Warrior Bo ...

As a main Grock winrate 75% ranked solo, I disgree.
You can see that most top Grock players, they all have bloodlust axe. This guide is correct. I however, would not buy bloodlust axe first, but rather 3rd or 4th items. Grock passive give him high armor and resistant much more than regeneration. I do agree that Grock needs defensive itme first.

Here is my main build.
1st&2nd items: boots of transquility and oracle.
I use hit&run tactic. With these two, you can just stick to the wall, let minnions poke you a bit, and you will be back to full hp!
3rd: Ancient ghostatue.
With 2 items above, I pretty much dominated the lane (if not ganked). Next is the time to roam!
4th-6th: situational, usually bloodlust axe, Bloodthirsty king, immortality. depends on your enemies... and your team!
Post time 2017-12-5 08:52 PM | Show all posts
Grock players aren't using him correctly. If you want to do more damage with him, use Cursed Helmet. You can do 1200 damage to each minion in the wave with just one first skill, almost a one shot. Then the passive effect finishes them. If you don't build any armor on your boots or first item you will be squishy unless you hug the wall, which is usually not possible when you go in a teamfight. Many Grocks feed because of this. Trust me, Bloodlust Axe on Grock is garbage.

Also, a lot of top players use subpar builds, don't pay too much attention to them. For example, Aurora players building Arcane Boots instead of Rapid Boots and Enchanted Talisman instead of Glowing Wand. Glowing Wand is the best first item for most mages atm, because it offers much needed movement speed, magic penetration, power and burn damage. It's better on mages with multiple ticks on their skills like Harley and Gord, but Aurora can spam her first skill and it does AOE damage so she gets a lot of mileage from the passive too. If you get Enchanted Talisman your early game will be weak which is just what matters most in this game.

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